Custom Blood Magic: Path

Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.

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Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Divination

This Koldunic Way of magic is a refinement of Way of Spirit.  Using their mastery of the Way of Spirit, a Koldun can view the skies, stars, and open their inner sight into the mysteries of the universe.  Like all form of divinations, they are hardly ever exactly correct.  Rather they often give insight and helpful visions into the events of the future.  Storyteller’s are reminded to remember this fact, and should be vague and helpful.  Not just telling the caster exactly what is going on etc.  Additionally, it should be noted that Divination takes time.  Each level takes at least 5 minutes to properly use.  When the Koldun activates this power, his eyes turn pure white.  The Enigmas ability is often used as a retest for this path.  All levels of the Koldunic Way requires a Static Mental challenge at a difficulty of 10+the level of the path.

 

•Insight

The Koldun make seek the skies for insight.  Though what he gains if often vague and in the forms of flash images.

 

System:  After casting this spell, the Koldun may receive brief insight into a problem.  He may ask the storyteller one question in regards to what he is looking into and expect to receive a vague answer.  Additionally, the Koldun is immune to all Surprise effects for the next scene or hour.

 

••Foresee

Refining his ability to gain wisdom and visions from the heavens, the Koldun may now induce more visions, signs and insights than ever before.  Though they still often appear to him as symbolic messages, they are often more helpful than those gained by Insight.

 

System:  Once invoked, Forsee may be used in similar manner as Insight, however, the Storyteller is expected to be less vague in his answers and more symbolic.  Additionally, for the next scene or hour, the Koldun is up two traits on all Enigmas related challenges.  This aspect of the power does not stack.

 

•••Predict

The divination of the Koldun has reached such heights he is now accurately able to predict events.  What the weather will be like for the week.  If he or those he cares for are in immediate danger.  And other such examples of divination.

 

System:  The Koldun may now ask the storyteller questions and expect a straight forward yes or no answer.  Keep in mind, some questions are beyond the powers of divination, and as such the storyteller invokes the right to be able to not answer any question.  Additionally, the Koldun gains 1 retest he may use on any challenge for the remainder of the night.  The caster may only ever gain 1 retest from prediction per night.

 

••••Envision

Envision allows the Koldun an almost picture perfect vision of the future.  Though even still, the waves of fate are always changing, thus making the future often difficult to accurately predict.  Though a Koldun with this power can largely see the big events that will occur in the next month or so that likely will not change.

 

System:  The caster can ask a storyteller and expect a much clearer answer.  Additionally, the Koldun gains 1 retest he may use on any challenge for the remainder of the night.  The caster may only ever gain 1 retest from Envision per night.

 

•••••Omen

Few things will escape a kolduns insight with this level of mastery.  Insight and visions of to you a year in advance occur now, all with startling accuracy.  The Koldun is capable of picking winning lottery numbers and even gaining some insight into the Jyhad itself.

System:  At this level of mastery the Koldun effectively gains the ability to accurately predict the future.  The storyteller decides exactly what the Koldun receives for information when they successfully use this power.  Finally, the Koldun gains 1 retest he may use on any challenge for the remainder of the night.  The catser may only ever gain 1 retest from Omen per night.

Date of Archival: 31-Jan-2015
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

The Ofuda, in Japanese culture, are charms, wards, or scriptures that are said to bear good luck,
protect or harm bad spirits. Many similar forms of prayer papers can be found among various
other religions of the world. The Ofuda, however is a specific practice from the religions of
Japan found origin in the Shinto religion. By preparing these prayer papers calling on the
appropriate Kami a Suwa revenant can ask for the HeavenOs direct intervention upon their
enemies. These prayers may be prepared hours in advance of their use, and they retain their
magic for up to one day. The prayers may be thrown at any target the caster can see (including
invisible foes sensed through various Discipline powers), and once thrown, the prayers fly
around obstacles-making all but complete cover useless-and otherwise defy physics to reach their
target. Hitting a target with the prayers still requires a successful Melee Challenge, however.
Most of these powers must be dodged if the target wishes to avoid their effect. In other words,
some speed- or agility-related Trait (such as Quick or Agile) must be bid if the target wishes to
defend against them. Traits such as Enduring or Brawny do not function as a defense against
these powers, although of course the target may choose to attack in response instead of merely
defending.
•Divine Judgement
These prayers work as a warning to those who would cross the Suwa. When they strike their target
they ignite immediately and explode upon them as the prayer is invoked. The fire that manifests
on the Ofuda is a rich red as it seeks to harm the target and inflict the pain of judgement from the
heavens upon them.
System: The caster makes a contested Physical challenge retested with Melee against their
target. If the victim fails they suffer one level of aggravated damage and are considered two
traits down on all challenges for the remainder of the round. The victim may spend 1 willpower
trait to not be down traits for the round.
••Celestial Prison
These Ofuda glow in an eerie green flame as they expand and wrap themselves around a target.
The prayer papers move and hold to restrain their target. Those engulfed by these Ofuda find
themselves unable to move or act for a time as they struggle against them to remove them from
their body. Those who fail to do so often find themselves trapped until the wrath of the heavens
is removed by the Suwa.
System: The caster makes a contested physical challenge against the target retested with Melee.
If the victim fails they lose all movement until they are able to remove the prayer paper from
their body. They must succeed at three Static Physical challenges with a difficulty of 6. They may
make one attempt every action. Only once they have succeeded on three challenges is their
movement returned.
•••Fires of Heaven
The Ofuda of the Fires of Heaven seek to inflict pain more than physical damage upon a target of
the SuwaOs wrath. Once attached the prayer paper glows in a bright blue flame as searing agony
courses through the victimOs body; causing nearly all forms of thought and concentration to fail
as long as the prayer remains.
System: The caster engages their target in a contested physical challenge retested with Melee.
If the victim fails the victim may not use any mental powers or Mental Disciplines without first
expending a Willpower trait, and must do so until they are able to remove the prayer paper from
their body. They must succeed at three Static Physical challenges as a difficulty of 6. They may
make one attempt every action. Only once they have succeeded on three challenges they may
use Mental Powers as normal.
••••Celestial Banishment
There are many creatures that are not native to the physical world that go by many different
names. Spirits, Ghosts, Demons are all known to the various cultures of the world by a variety
of different titles. The Celestial Banishment Ofuda calls upon the intervention of the Heavens to
banish these creatures back to their native homes. By applying the prayer paper to the creature
itself or an item that contains it; it will glow a bright orange as it burns the spirit back to the
realm from which it belongs.
System: The caster must engage the target in a contested physical challenge retested with
Occult. If you succeed you either apply the prayer paper to the spirit in question directly or an
object it is inhabiting. You may then immediately throw a contested Willpower challenge
against the spirit to banish it back to its home realm and off the physical plane. Objects
inhabiting a spirit used by this power are no longer considered fetishes or to have a spirit aspect
to them. This power works only on Spirits, Ghosts, and Demons etc that are not from the
physical plane of existence.
•••••Wrath of the Gods
The final and most potent prayer of the Ofuda is also one of the more dangerous ones. It calls
upon the gods of the heavens to directly intervene and judge a target. Should the Ofuda hit their
target it immediately engulfs in a golden flame that slowly consumes the target as they are
judged. Those judged wicked under the eyes of the Heavens are burned with wounds they
cannot resist in any way as the Heavens have judged them. However, the Suwa pays a similar
price to call upon the direct judgement of the gods as they extract their own price for calling
upon them directly.
System: This power costs 3 blood and 1 Willpower trait to use. The caster makes a contested
physical challenge retested with Melee. If the victim fails they immediately suffer three levels of
aggravated damage that may not be resisted in any way. Neither Mundane nor Supernatural
means may be used to resist or negate this damage in any way. This damage may be healed
normally, but the victim must take it originally. If successful the caster themselves also suffer 1
level of unsoakable aggravated damage they cannot resist as well. This power has been known
to fail if the target is innocent of the crimes the caster believes them guilty of, or it may even
rebound on wicked Suwa who attempt to destroy creatures they know to be blameless. The final
call for this effect falls to the storyteller whether or not the caster's target is a truly pure and
innocent being or not. This power may only be used once per round.

Date of Archival: 19-Jun-2023
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Way of Harmony

Aka “Friendship is magic”

“Make friends.” - Councilor Meerlinda

This path has been created by Councilor Meerlinda in response to the growing ire toward Clan Tremere, and will be offered to any Pyramid loyal Tremere who wishes to learn it.  However, it had been craftily designed by Meerlinda to ensure that it may not be replicated outside of House and Clan Tremere’s paradigm of Thaumaturgy.

Level 1: Kindness (3 exp)

“A kind act can be as powerful as a sword.” - Rick Riordan

The caster understands the need to bolster the morale of fellow kindred. Through speaking magically invoked words of affirmation to their fellow Kindred the caster restores a single temporary willpower to their target. In doing so, the caster gains Friendly x2 for the remainder of the scene (or hour, whichever is shorter) while the power is active.

Level 2: Honesty (3 exp)

“In a time of deceit, telling the truth is a revolutionary Act.” - George Orwell

While the power is enacted, you can not speak any lies or falsehoods. In exchange the caster has a free retest against any social or mental powers/abilities that would cause the thaumaturge to lie, deceive, or be deceived. This power is immediately terminated if the caster lies or attempts to deceive through words or use of powers (ie. Obfuscate, Chimerstry, etc.).

Level 3: Empathy (6 exp)

“One of the most important things you can do is let people know they are not alone.” - Shannon Alder

With the activation of a Blood and touching the target gently or exchanging of a comforting object (Sweater, toy, hoodie, jacket, ect), the caster shares in the emotional turmoil of the target (Note: Consent is required to actually touch another person). From this positive connection they are able to weather the storm of emotions together. The caster and the target are given a free retest each on all virtue tests (conscience or self control), path checks (so long as the path involves emotion) and frenzy (courage or self control).  If the physical connection is broken, or the comforting object is taken from the target, the power fades. The effects last for 5 minutes per level of Way of Harmony the Caster has after removal of the item or touch. Otherwise the power lasts a scene or hour, whichever is shorter.

Level 4: Generosity (6 exp)

“It is when you give of yourself, that you truly give.” - Kahlil Gibran

The caster must spend a Blood and a Willpower to enact the power of Generosity, and after a full round of casting they may then cast a ritual onto another.  The caster may only cast rituals they would normally only be able to cast on themselves, and only rituals they themselves know. This does not allow another thaumaturge to cast rituals upon another in lieu of the caster of the power of Generosity. The caster may only cast as many rituals on others as they have Permanent Willpower. This power lasts for a scene or an hour.

Level 5: Loyalty (9 exp)

“If by life or death I can protect you, I will.” - J.R.R.Tolkien

The elders of House and Clan Tremere have understood that they are only as strong as their weakest magi, and have determined a method to take damage upon themselves instead. The thaumaturge casting this knows full well the risk in doing so, and chooses to take that upon themselves as an act of true loyalty. The thaumaturge must draw an arcane sigil, or place a pre-crafted sigil, upon the individual they wish to protect prior to the activation of Loyalty. After the sigil is drawn upon (or placed upon) the ally they wish to protect, a matching sigil must be drawn or placed upon the casting magus. After donning the matching sigil on themselves, the caster must spend a temporary Willpower and a trait of Blood.

During the time this power is activated, the thaumaturge takes any damage dealt to the marked individual up to twice their permanent Occult Level (With a maximum of 10 levels absorbed), per casting.The type of damage dealt is identical to that which is dealt to the marked individual. Ie: if the damage dealt was lethal, the damage taken by the caster is also lethal.  The caster may then test the damage down if they have fortitude. The caster may recast this multiple times in a night as their willpower and blood allow. This power has a radius of 5 miles. If overused it is possible for the caster to fall into torpor or be killed in service to their ally.

=============================================================

Portuguese Translation:

Caminho da Harmonia

Aka “Amizade é magia”

“Faça amigos.” - Conselheira Meerlinda

Esta Trilha foi criada pela Conselheira Meerlinda em resposta à crescente ira contra o Clã Tremere, e será oferecida a qualquer Tremere leal à Pirâmide que deseje aprender. No entanto, a trilha foi habilmente projetada por Meerlinda para garantir que ela não pudesse ser replicada fora de Casa e Clan e do paradigma de Taumaturgia do Clã Tremere.

Nível 1 Bondade (3xp)

"Um ato gentil pode ser tão poderoso quanto uma espada." - Rick Riordan

O taumaturgo entende a necessidade de elevar o moral de seus colegas. Ao falar palavras de afirmação magicamente invocadas para seus colegas Kindreds, o taumaturgo restaura um único ponto de força de vontade temporária para seu alvo. Ao fazer isso, o taumaturgo ganha Amigável x2 pelo resto da cena (ou hora, o que for mais curto) enquanto o poder estiver ativo.

 

Nível 2 Honestidade (3xp)

“Em tempos de engano, dizer a verdade é um ato revolucionário.” - George Orwell

Enquanto o poder estiver ativo, você não pode falar mentiras ou falsidades. Em troca, o taumaturgo tem um reteste livre contra quaisquer poderes / habilidades sociais ou mentais que façam o taumaturgo mentir, enganar ou ser enganado. Este poder é encerrado imediatamente se o

taumaturgo mentir ou tentar enganar por meio de palavras ou uso de poderes (ou seja, Ofuscação, Quimerismo, etc.).

 

Nível 3 Empatia (6xp)

“Uma das coisas mais importantes que você pode fazer é permitir que as pessoas saibam que não estão sozinhas.” - Shannon Alder

Com o gasto de um ponto de sangue e tocando o alvo suavemente ou trocando um objeto reconfortante (suéter, brinquedo, moletom, jaqueta, ect), o taumaturgo compartilha da turbulência emocional do alvo (Nota: É necessário consentimento para realmente tocar outra pessoa ) A partir dessa conexão positiva, eles são capazes de enfrentar a tempestade de emoções juntos. O taumaturgo e o alvo recebem um reteste livre em todos os testes de virtude (consciência ou autocontrole), testes de trilha (desde que a trilha envolva emoções) e frenesi (coragem ou autocontrole). Se a conexão física for interrompida ou o objeto reconfortante for retirado do alvo, o poder se esvai. Os efeitos duram 5 minutos por nível do Caminho da Harmonia que o taumaturgo possui após a remoção do item ou toque. Caso contrário, o poder dura uma cena ou hora, o que for mais curto.

Nível 4 Generosidade (6xp)

“É quando você dá de si mesmo que você realmente dá.” - Kahlil Gibran

O taumaturgo deve gastar um ponto de sangue e um ponto de Força de Vontade para ativar o poder da Generosidade e, após uma rodada completa de conjuração, ele pode executar um ritual em outra pessoa. O taumaturgo pode executar apenas rituais que normalmente só seria capaz de lançar sobre si mesmo, e apenas rituais que ele mesmo conhece. Isso não permite que outro taumaturgo lance rituais sobre alguém no lugar daquele que ativou o poder da generosidade. O taumaturgo pode lançar tantos rituais sobre os outros quanto ele tiver de pontos de força de vontade permanente. Esse poder dura uma cena ou uma hora.

 

Nível 5 Fidelidade (9xp)

"Se eu puder proteger você pela vida ou pela morte, eu o farei."  - J.R.R.Tolkien

Os anciãos da Casa e Clã Tremere entenderam que eles são tão fortes quanto seus magos mais fracos, e determinaram um método para eles mesmos sofrerem o dano. O taumaturgo que usa este poder sabe muito bem o risco de fazê-lo e escolhe assumir isso como um ato de verdadeira lealdade. O taumaturgo deve desenhar um sigilo arcano, ou colocar um sigilo pré-fabricado, no indivíduo que deseja proteger antes da ativação de Lealdade. Depois que o sigilo é desenhado (ou colocado) no aliado que ele deseja proteger, um sigilo correspondente deve ser desenhado ou colocado no taumaturgo que está executando o poder. Depois de colocar ou desenhar o sigilo correspondente em si mesmo, o taumaturgo deve gastar um ponto de Força de Vontade temporária e um ponto de Sangue.

Durante o tempo em que este poder estiver ativo, o taumaturgo sofre qualquer dano causado ao indivíduo marcado até o dobro de seu nível de ocultismo permanente (com um máximo de 10 níveis absorvidos), por lançamento. O tipo de dano causado é idêntico ao que é causado para o indivíduo marcado. Ou seja: se o dano causado foi letal, o dano recebido pelo lançador também é letal. O taumaturgo pode então reduzir o dano se tiver Fortitude. O taumaturgo pode repetir o uso deste poder várias vezes em uma noite, conforme sua força de vontade e sangue permitirem. Este poder tem um raio de 8 km. Se usado em demasia, é possível que o taumaturgo caia em torpor ou seja morto em serviço a seu aliado.

Date of Archival: 03-Nov-2020
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Hexing
Throughout all cultures and history the power of curses is well known to all.  This is the same for the Koldun’s of Russia.  Calling upon their Slavic gods to lay devastating hexes on their enemies; the few Kolduns who practice this way are feared as witches and hags.  The Koldun calls down a curse of their choosing as appropriate to the actions of their victims and then calls upon a Slavic god to give the curse power and effect.  Luckily for the victim’s if they are unable to hear the curse being laid upon them then they need not fear it; as this power has no effect on those victims who cannot hear the Koldun’s curse.  This Way is a Mastery Way off the Way of Spirit and when invoked the Koldun’s eyes turn pure orbs of black. 

•Dazbog’s Ire
The Koldun invokes the Slavic god Dazbog to cast his gaze upon those who would dare to cross them.  By speaking the curse the victim finds their action more sluggish and difficult to perform; as if a weight has been added to their shoulders.

System:  Spend 1 Blood trait and speak your curse to a target.  Make a contested Social Challenge against your victim retested with Occult.  If you succeed the victim is down 2 traits in all challenges for the next scene or an hour.

••Hand of Mokosh
By calling up Mokosh to curse their victim; a Koldun may make a victim suffer unfortunate luck at just the right time.  Once the curse has been laid by the Koldun he may invoke it whenever he sees fit.  Even those cursed who are masters of a craft can fall victim to this curse at any time the Koldun wishes and cause them to break or fail in a master piece they have done hundreds of times.

System:  Spend 1 Blood trait and speak your curse to a target.  Make a contested Social Challenge against your victim retested with Occult.  If you succeed the victim has one forced retest on any challenge you call against them at any time.  Once this curse is called upon, it must be used again on the victim before you call upon this forced retest against them.

•••Stirbog’s Wrath
Those who cross a Koldun with this power dare them to be stripped of all their beauty.  This powerful hex that is invoked by the Koldun calls upon Stirbog to strip a victim of all their appearance; leaving them a withered and hideous hag.

System: Spend 1 Blood trait and speak your curse to a target.  Make a contested Social Challenge against your victim retested with Occult.  If you succeed the victim may not bid or call upon any Appearance related social traits for the next scene or an hour.

••••Simargl’s Fire
One of the greatest curses ever laid were those to the clans of caine.  He invoked his own might upon his blood and curses each of the clans with their weaknesses.  A Koldun with this power pulls upon the cam power and curse of caine.  Though they are not the first vampire; so they must invoke Simargal to empower the curse instead.  Those such cursed by the Koldun may find themselves with an additional clan curse besides their own.

System: Spend 1 blood and 1 permanent willpower to use this power; as well as speak your curse.  Make a contested Social Challenge against your victim retested with Occult.  You may choose one clan weakness and apply it to the victim.  This curse lasts until the caster lifts it or is killed.  A victim may only be effected by this power once.  You may not enact a new clan weakness on a victim unless you wish to replace the previous one you have placed.

•••••Curse of Mokosh
The final and most potent ability of the Way Hexing allows a Koldun to custom tailor a curse to their victim.  However this curse is not applied easily or quickly.  First the Koldun must subdue their victim and bind them on a ceremonial stone.  They must spend the next several hours enchanting and invoking the god Mokosh to empower their hex on the victim.  If they succeed those who fall victim to this curse are forever twisted and warped by the power of the words of the Koldun.

System: Spend 3 blood and 1 permanent willpower to use this power; as well as speak your curse.  In addition this spell takes 4 hours to perform and your victim.  Once complete you must also defeat your victim in a contested willpower challenge.  If you succeed you may lay down any curse you desire upon a victim that doesn’t end in their immediate death.  Examples include changing someone’s entire body into something else like a cat or male into a female.  Erasing someone’s entire memories and giving them new ones.  What exactly may be done with the this curse is ultimately decided by the Storyteller and they may choose to deny any curse they wish, but should work with the player to help define what that can do.  Usually, flaws, negative, traits, derangements and physical changes are allowed to the victim.  This curse only lifts when either caster chooses to lift it or they are killed.

Date of Archival: 14-Sep-2020
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Sacrilege
The creation of the Way of Sacrilege was a joint effort by one Tzimisce Koldun who desired to
prove his blasphemous to Kupala and one Telyavelic Tremere with the intent of seeking revenge
against the religions that made him and his peers pariahs in the eyes of the world. The result was
a Way dedicated to the corruption and desecration of those of Faith. Whether it be those rare few
who possess True Faith or the more common sight of Wangateurs, Sadhu, and Ashipu, all
Cainites of faith suffer under this Way because of that commitment.
The Way of Sacrilege fails to affect anyone who shares the koldun’s faith.
•Ward of the Damned
A novice of the Way of Sacrilege takes their first steps upon it by guarding themselves against
the influence of their most staunch enemies, the faithful. As the koldun’s mastery of this Way
increases, so too does their ability to fend off the insipid assaults of the self-righteous.
System: The koldun spends a Blood and Willpower Traits and takes an action to concentrate on
their target, afterwards, One Half of the Koldun's rating in the Way of Sacrilege (rounded up) is
deducted from the effective True Faith rating of their target using True Faith against the koldun.
••Crisis of Faith
The corrupting influence of Koldunic Sorcery is a force that the koldun has begun to learn to
wield with startling efficiency. With a mere glance, they are capable of instilling such
uncertainty and doubt within their victim’s mind regarding their faith that the miracles that once
came naturally to them begin to falter and fail.
System: The player spends a Blood Trait and makes a contested Social Challenge retested with
Occult. If successful, when employing any powers or effects related to faith of any kind the
victim loses two Traits on the resolution of all challenges, and suffers a single forced retest on
each successful challenge. This power only effects True Faith and not faith based blood magics.
•••Desecration of Sanctity
The koldun is capable of corrupting the very nature of spiritually significant places and artifacts,
often referred to as Holy Ground and Holy Relics. By their mere presence, they can exhaust this
spiritual energy and consume it to replenish themselves. Places and relics depleted fully this way
become corrupted, and faithful are advised against making use of them until their energies can be
replenished.
System: The koldun can drain the faith of any holy ground or holy relics in their immediate
vicinity. They must be within 3 feet per their rating in the Way of Sacrilege, and they must
expend a Blood Trait and make an extended Static Social Challenge (difficulty 8). Each success
converts reduces the Faith rating of the place of object by 1, and the koldun gains their choice of
a Trait of Blood or Willpower. Places and objects that are fully consumed in this way become
somehow cursed. The details and nature of this curse should be left up to the discretion of the
Storyteller, as the koldun has no ability to define the malediction. Use of this power requires an
action.

The Storyteller is the final arbiter of how much Faith potential a place or object possesses,
though they should bear in mind that most religious objects used for more than a few years
accumulate at least a minor Faith rating. This power may not be used to increase the character
temporary willpower maximum more than 3 traits above their generational maximum.
••••Commit to Purgatory
Everyone has dark thoughts, the ideas that creep in the back of their subconscious mind and only
infrequently stretch into awareness. Those who have experienced the Call of the Void understand
this more easily than others, and the knowledge that these thoughts exist in their minds,
independent of their desire to have them, is unsettling at best and disturbing at worst. Kolduns
who have reached this level of advancement can reach into the minds of their victims and bring
those thoughts crashing into full wakefulness, and the results are often a spectacle to behold.
System: The character spends a Blood Trait and a Willpower Trait and engages their target in a
contested Social Challenge. If successful, the koldun forces their target to act on their darkest
and most self destructive impulses. For the remainder of the evening, the victim must act in
accordance with their most sacrilegious and blasphemous hidden thoughts and desires.
Additionally, once each scene until the end of the night the Koldun’s victim must succeed at a
Static Willpower Challenge (difficulty 9) or else commit suicide by the most readily available
means. Cainites who fail this Willpower Challenge instead place themselves immediately into
torpor regardless of their current location or situation. The target may spend 1 willpower per
scene to stave off this powers effects. Vampire victims may spend 2 permanent points of
willpower to negate the suicide aspects of this power.
•••••Fallen Angel
A koldun who has mastered the Way of Sacrilege becomes capable of an act so profane that it
has, until now, been referred to solely in ancient religious texts. With a stretch of their upraised
hand and the motion of a downward throw, the koldun causes an Angel to fall from grace,
corrupting it and forcing it to serve the koldun for a short time.
System: The koldun reaches out to the sky, spends a Blood Trait and a Willpower Trait, makes
two simple challenges, and makes a motion as if throwing something from the sky to the ground.
What appears there, manifested from the peaks of the High Umbral realm, is a corrupted Angel.
Appearances differ from entity to entity, but black veins coursing just beneath ivory skin, horns
that stretch up to support now-burning halos, and wings that transition from feathery to leathery
are common sights when this power is enacted. The fallen Angel is bound to serve the koldun’s
mental commands for the duration of the scene, after which it is released and proceeds to wander
the Umbra as a corrupted spirit without inherent malicious regard for the koldun. Storyteller’s
should use their best judgment when deciding what capabilities such beings possess, though they
may take suggestions from the statistics printed in Beyond the Barriers: the Book of Worlds
p168. If the Both Simple Challenges to activate this power fail, the koldun has drawn the
attention of an Angelic entity too powerful to cast down, and one who is exceedingly angry with
them for trying. A powerful Angelic entity appears and is hostile towards the koldun. The
suggested standard Fallen Angel Umbrood Statistics are below:

Minor Umboord Fallen Angel
Dominion: Destruction
Nature: Monster
Demeanor: Sadist
Essence: Primordial
Physical: Brawny 5, Dexterous 7, Resilient 5
Mental: Use Willpower x2
Social: Use Gnosis x2
Abilities: Alertness 5, Athletics 5, Awareness 7, Brawl 5, Dodge 3, Expression 3, Intimidation 5,
Etiquette 7, Leadership 3, Melee 5, Technology 4, Cosmology 5, Cultures 5, Enigmas 7,
Linguistics 7, Theology 5, Occult 8
Charms: Airt Sense, Appear, Armor, Blast Flame, Blighted Touch, Create Fires, Influence,
Create Wind, Lightning Bolts, Materialize, Mind Speech, Reform, Shapeshift, Spirit Away,
Tracking
Health Levels: 15
Willpower: 10
Rage: 8
Gnosis: 8
Essence: 50
Damage: 4 Agg
Armor: 7
Minor Umboord Fallen Angel (Laws of the Night)
Dominion: Destruction
Nature: Monster
Demeanor: Sadist
Essence: Primordial
Physical: Brawny 5, Dexterous 7, Resilient 5
Mental: Clever 6, Disciplined 7, Observant 7
Social: Charismatic 5, Beguiling 5, Gorgeous 2, Intimidating 4
Abilities: Alertness 5, Athletics 5, Awareness 7, Brawl 5, Dodge 3, Expression 3, Intimidation 5,
Etiquette 7, Leadership 3, Melee 5, Technology 4, Cosmology 5, Cultures 5, Enigmas 7,
Linguistics 7, Theology 5, Occult 8
Charms: Airt Sense, Appear, Armor, Blast Flame, Blighted Touch, Create Fires, Influence,
Create Wind, Lightning Bolts, Materialize, Mind Speech, Reform, Shapeshift, Spirit Away,
Tracking
Disciplines: Visceratika: Armor of Terra, Lure of Flames: Engulf, Path of Corruption: Subvert,
Lure of Flames: Firestorm, Path of the Levinbolt: Zeus’s Fury, Auspex: Telepathy, Protean:

Form of the Beast, Fortitude: Endurance, Auspex: Heightened Senses, Spirit Manipulation:
Duality, Obfuscate: Unseen Presence
Combination Disciplines: Spirit Tracking
Health Levels: 15
Willpower: 10
Blood: 20/5
Damage: 4 Agg
Armor: 7

Date of Archival: 01-Aug-2023
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

A mastery way off the Way of Spirit, a Koldun with this path of blood magic is known as a Sangromancer. Whereas the Way of Blood allows for control of one’s own blood, the Way of Sangromqany allows for the control of others. With this blood magic they can drain the lifeforce of other beings, place curses on enemies, and even possess the minds of others. All by reaching into the darkness and very life essence, blood, of a victim. Like all Koldunic Sorcery paths, the retest for the Way of Sangromancy is Occult. While being used the Koldun’s eyes turn an eerie black and red. This will be considered a Mastery Way.

•Drain Blood
With this level of mastery the Sangromancer Can force their victims own blood to leave their body. By focusing on their essence and blood within the Koldun reaches out a hand as he forces the very blood to leak from the victim. The appearances of this power are similar to those of Stigmata, as the victim will cry tears of blood and sweat it as well from their very pours.. As the Koldun does so red wisps of energy slowly drain from the target and pour themselves into the Koldun.

System: Make a Social Challenge retested with Occult versus your target. If you succeed you may the victim loses 1 Blood Trait as they bleed it from their body in a rather gruesome display. This Blood Trait from the victim is considered spent and lost, granting the victim no benefit of it. In addition the loss of blood in this manner does not count towards the victim's generation maximum of blood spent per turn.

••Drain Life
The first step in the art of Sangromancy is the very ability to strip the life essence of another and return that very essence to the caster. By manipulating the life energies in blood and all creatures a practiced Koldun can learn to manipulate this life force as if it was clay. Even the Undead are not immune to its effects as their own blood carries the same Life Force the Sangromancer seeks to manipulate. As the Koldun does so sickly blue wisps of energy
slowly drain from the target and pour themselves into the Koldun.

System: Make a Social Challenge retested with occult against your target. If you succeed you may spend 1 Social Trait (With a maximum of 3). Each Trait spent inflicts one health level of lethal damage on your target and heals the user for one health level if they have suffered in bashing or lethal.

•••Drain Will
The ability to drain a victim of their very will to fight is an important art to master for a Sangromancer. They may now manipulate that very will and drive in their victims and transfer it to themselves. As the Koldun does so white wisps of energy slowly drain from the target and pour themselves into the Koldun.

System: Make a Social Challenge retested with Occult versus your target. If you succeed you may spend 1 Social Traits (Maximum of 3). Each Trait spent strips the target of 1 Willpower trait and gives you 1 Willpower Trait in return on a one for one basis. This may not take you over your maximum Willpower pool.

••••Curse of the Blood
Your command of another’s life force is now at such mastery you may lay down a potent curse upon that very same blood. By expressing your displeasure at your victim and shouting the curse of caine upon them for having dared to cross you, the victim will feel their very blood within them grow weaker and thin. Though this curse may only last a short time, a truly angered Koldun may make it last even longer.

System: Spend 1 Willpower trait in addition to the normal blood trait cost and Make a Social Challenge retested with Occult versus your target. If you succeed the victim suffers from the Thin Blood flaw for the next scene or an hour. You may spend a permanent Willpower trait to make this curse last 24 Hours. The Victim must directly hear the words from the caster spoken for it to take effect.

•••••Subjugation of the Blood
The final mastery of the art of Sangromancy, the Koldun may take over the very body and will of their victims. By reaching out and commanding their Life Force and blood within their body the Koldun can control the victim for a short time. They press their own mind deep into the victim over riding their desires and replacing them with that of the Koldun. Legends state no too few victims of this power have been made to kill themselves because of the measure they had displeased the Koldun.

System: : Spend 1 Willpower trait in addition to the normal blood trait cost and Make a Social Challenge retested with Occult. Should you succeed you may control your victim’s next action they must take. The victim may spend a willpower point to control their next action and ignore this effect. You may make the victim do anything you desire as you control the very blood within their bodies and have full command over them. However, this effect will only allow you to control their immediate next action and not any other follow-up actions. You must use this power
again on a victim to control any other actions of the victim. The user cannot be made to kill or incapacitate themselves in this way. The caster may make the victim spend blood to fuel their disciplines, but only those physical in nature.

Date of Archival: 04-Nov-2021
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Spite

As masters of Etiquette and ancient traditions, the Tzimisce of old are often known for their great hospitality to those earn it, and their fearsome wrath should you displease them.  This particular way is a refined mastery of the Way of Sorrow and the Way of Spirit.  With it, a Koldun may exercise his displeasure with those whom he has felt have wronged them.  When the Koldun activated this way, his eyes become bloodshot and full of rage.  To use this power on someone, they first must have wronged the Koldun in some manner.  All challenges with this power are a contested willpower challenge, retested with Etiquette.  In addition, all victims must be able to see their caster’s displeasure to be effected by it (as such it may not be used through way of spirit unless the Koldun is also able to be seen).

 

•Eye for an Eye

 

System:  If the caster is successful in his challenge against the victim, he may immediately expend up to three traits of his own.  His victim then suffers an equal loss of traits from the same category the Koldun spent his from.  This loss lasts a scene or an hour, and does not stack.

 

••Off With My Nose

 

System:  The Koldun may inflict damage to himself and in kind inflict the damage upon his victim.  This damage is reflected exactly on a one for one basis.  However, the Koldun may not resists the damage in any way or heal it.  Doing so removes the damage as well to his target.  Additionally, the victim may still heal or resist the damage as normal.  This power lasts a scene or an hour.

 

•••(Not So) Good for the Soul

 

System:  Once the Koldun succeeds in using this power on his victim immediately loses one path trait or virtue trait of the Kolduns choosing.  This loss lasts a scene or an hour, and may not be stacked.

 

••••Vengeance Applied

 

System:  Once defeating the victim in a challenge, the Koldun may than pick one discipline the target possesses.  For the remainder of a scene or hour, the victim is forced to retest any successful use of that chosen discipline.

 

•••••For Hates Sake

 

System:  After defeating the target in the challenge, the Koldun may then sacrifice any number of permanent Social Traits he possesses.  These traits remain lost and unable to be regained until such time as the Koldun decides to revoke his wrath or the victim dies.  For each traits spent, the victim loses an equal corresponding level of Willpower, Attributes, or Virtues to a minium of one.

 
Date of Archival: 31-Jan-2015
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Steel

This Koldunic Sorcery way was developed by an adaptation and deep understanding of the Dur-An-Ki path known as Awakening the steel.  Legends surrounds that an ashipu of the assamnites and a Koldunic Sorcery decided to work together in trying to adapt various paths to one another’s paradigms.  The first, and only success to date based on this rumor is the Way of Steel.  This mastery way is a refinement of the Way of Earth which first must be mastered before a student could attempt to learn this way.  Using their spiritual connection to the earth and thus steel from which it comes, the Koldun channels that connection into a blade they own.  Only a marked blade chosen by the Koldun can be used for this Way.  The Koldun ritually soaks the weapon in their own blood while offer prayers to the spirit of the blade to attune it to them for a month.  After which time the Koldun and the Blade become one.  It should be obvious but only a blade made of steel made be used with this Koldunic Sorcery Way.  Koldun’s who have mastered this rare Mastery Way of Koldunic Sorcery are often referred by the Tzimisce as Blade Masters.  Something of an old culture of which is starting to grow within the clan. When active the Koldun’s eyes take on the color of steel and become metallic. In addition when activated the adorned blade chosen by the Blade Master grows thorns and clenches into their hand of the Koldun taking the blood from the Koldun directly when using this way to feed the spirit of the blade.  The blade itself will take on a Blood red color when this power is activated.

•Consult the Mysteries of Steel
Before a Koldun can attune their blade or truly understand the mysteries of any weapon they must first discover it’s spirit and what secrets it keeps.  By closing their eyes and pouring blood on the blade the Koldun can force the spirit of the weapon to reveal them any secrets it may hold.

System:  When grasping a sword the user may activate this power and through a static mental challenge against a difficulty of ten retested with Occult.  If they succeed they know any special properties or magical capabilities of the blade as well as know who the last owner of the sword was. This effect does NOT grant the true/birth name of the user.

••Eagle’s Grasp
The next lesson a Kodlun Blade Master learns is to never lose his blade.  No matter what foes they face their blades and themselves are now one.  By offering his blood to the blade the bond between the Koldun and the weapon grows more intense.  The thorn vines twist and grip tightly into the Koldun’s hand ensuring that disarming the Blade Master becomes night impossible.

System:  When this power is activated the user is considered to win all ties in challenges to be disarmed of their blade.  This power lasts for a scene or an hour.

•••Strike like Lightning
Armor offers great protection against a normal blade wielded by a foe.  Indeed many Vampires have found ways to craft mystical forms of armor themselves via from disciplines or other more mysterious means.  To a Blade Master who has mastered the Way of Steel these protections fall like paper before the Koldun’s might.  As the blade drinks the Koldun’s blood it gain strength to slash and pierce through these protections as if they were little more then wind.

System:  When activated for the next scene or hour, the user’s blade gains the Armor Piercing quality to it and may ignore Armor health levels for purposes of damage.

••••Blade Shield
The bond between the Blade Master and the koldun has grown to such lengths the Blade itself starts to take on a life of it’s own.  Such a blade forms almost a unique blood bond to the Koldun and even whispers its thoughts and desires to the, as the spirit awakens within the blade.  A result of this bond the blade will instinctively on its own move with the Koldun’s hand with lighting speed to block any incoming attacks the Koldun faces.

System:  When activated the user gains three health levels of armor for the next scene our hour representing an ability to use their blade to block incoming attacks.  Once these armor health levels are used up this power would need to be activated again. This power does not stack with itself.

•••••Valiant Strike
The final mastery of the Way of Steel, the bond between the Koldun and their blade has risen to the level of symbiosis. The Blade Master and the weapon become one.  No force can stand before the blade mastery as his blood flows into the blade like water through a river.  The potent blood of the cainite fully awakens the spirit within their bond weapon.  This spiritual strength causes the blade slash out against a foes very soul and essence rather then their physical body.  Such wounds are often felt but not seen.  Resulting in confused foes as their mystical forms of protection fall before the Blade Master offering no hope of salvation

System:  This power costs a Willpower trait to activate in additional to the normal blood trait cost.  Once activated Valiant Strike becomes the only attack you may make in a round of combat and must be done on normal action.  For this attack the user may ignore any form of damage resistance or negation the victim may have.  They must instead take the damage rather than negate or reduce it.  This attack ignores such powers as Fortitude. Similar to Awakening the Steel, the blade loses any supernatural properties it has for this strike. It is also advised that the strike be limited to 4 levels of lethal damage.

 

 
 

 

Date of Archival: 24-Jul-2017
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Stone

Prereq's: Level 5 Way of Earth. Cannot have more levels in Way of Stone then you have dots in geology. Must have rock, stone, or concrete around to use these powers. All uses of this Way cause a nimbus of pebbles to float around the users head.

 

•Lance of Stone

Spend a will. A rock fires from the Earth striking the target (mental vs Phys challenge)

 

•• Strength of Stone

The caster can turn some of his vitae to stone, increasing his strength and endurance. Spend a will to activate; for each blood spent the caster gains two phys traits that are strength or endurance traits. The traits function as normal traits until the sun rises, or the power is cancelled. The blood points can not be replaced until the power is deactivated.

 

•••Draw fourth the stony tendrils

Spend a will. Two 10' stoney tendrils sprout from the local rock. They will obey simple commands. Each tendril has physical traits equal to the casters social traits at the time of casting, and is immune to both fire and bashing damage. The Tendrils also posses potence and health levels equal to the casters level in Way of Stone.

 

••••Wall of Stone

Spend a will. The caster calls fourth a 5' * 5' *1' slab of granite. This slab will be firmly fixed to the ground, and nearly impossible to topple. The caster may increase the size of the wall (at the time of casting) by spending a mental trait for each 5' additional height or length. The wall is permanent unless destroyed. For purposes of being destroyed the wall have 5 health levels, plus 1 for every mental trait spent at the time of casting

 

•••••Call upon Earths Mighty Titan

This power calls fourth a golem from the local stone. It will appear roughly humanoid (specifics up to the summoner) It will follow to the best of its abilities the casters commands. It is immune to fire, sunlight, and bashing damage, as well as social and mental attacks. The titan starts 5' tall, has 5 phys traits, takes one less point of damage on all physical attacks, does two levels of leathal damage, and has 5 health levels. The titan will be 2' taller, have 5 additional physical traits, a level of potence, a level of fortitude, and one 'healthy' health level for each additional will spent at its summoning, up to 5. The titan will last one hour, or scene, unless killed.

Date of Archival: 31-Jan-2015
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:
Way of the Green Man
 
 Legends of the connection between man and nature are as old as they come.  Ancient Egyptians worshiped Osiris, literature of the British Isles references The Green Man or Green Knight in many of it’s tales, and various cultures around the world showed reverence to woods and forest.  This path emphasizes that bond.  All uses of this path require an additional blood expenditure if used indoors.  Casters of this path may expend a botany ability to regain one blood from their glade up to the number of times per night equal to their levels in this path.
 
 Basic
 
Bark Hide
 
Nature protects those who serve it.  This power grants the caster an immediate resiliency that can enable the sorcerer to shrug off all but the mightiest of damage.  When this level is enacted, a tough, woodsy bark covers the casters skin.
 
System: Spend a blood.  For the duration of the scene you gain additional health levels equal to your stamina related traits.  These additional traits may not exceed your rating in the path of The Green Man.  These health levels may not be healed as normal and the effect dissipates once all the granted health levels have been expended.  For the duration of it's use, they gain the negative social trait: Feral per health level earned.  You may only use this power once per scene.
 
 Force of Nature
 
“Power overwhelming.” -Protoss
 
System:  By spending a blood and willpower the caster may gain a stamina related re-test for the remainder of the scene.  They may also refresh their stamina related traits once per evening at no cost.
 
 Intermediate
 
Sanctuary
 
This level provides a welcome respid for any Ashipu who can obtain it. 
 
System:  Similar in function to the Protean power Earth Meld, an Ashipu who invokes this level of The Green Man is able to merge into the forest.  By spending three blood a sorcerer is consumed by the foliage and plants surrounding them, their essence diffused over a 10ft area.  In most cases they can not be disrupted from this resting place, however complete devastation of the area will cause them to be expelled from the woods.  For obvious reasons, this power will not work if there is no plant life in the area.
 
 Heart of the Woods
 
“My heart felt good, it was dripping pitch and made of wood.” – Modest Mouse
 
Nature resides deep within the wielder of this power, so much so that they are literally consumed by it.
 
System: This power requires no expenditure to activate, instead requires a willpower to suspend it’s use for a scene.  Once learned, the Ashipu’s heart becomes an intricate clockwork of wood and bark.  This makes the Ashipu immune to staking and grants them the additional mental trait “Calm”.  However, it is not with out it’s costs.  All fire damage suffered by the caster is doubled and all self-control checks to resist rötschreck from fire automatically lose on ties.
 
Advanced
 
Verdant Haven
 
The blood sorcerers of Clan Assamite have spent millennia mastering the gardening skills of vitae infused plants.  Their mystic ties to the vegetation known as kalif have given them unique insights on combining the vampiric condition and nature.  This power takes their talents to the pinnacle of horticulture.  An Ashipu sufficiently skilled in this art can create a fail safe for themselves in the event they are under extreme duress.  The costs are steep, but the end result is a second chance for a kindred who may be facing overwhelming odds.
 
System:  By cultivating a wooded shrine to their version of The Green Man, the invoker of this power bears the guardianship of the woods themselves.  This shrine requires maintenance and upkeep and if left for more than a month without attention it will wither and die.  By expending three permanent willpower, the caster immediately invokes Sanctuary.  Additionally, when this power is activated, the sorcerer may return to their grove at any point during the scene, however they arrive in torpor.  Activation of this power is reflexive.  It is possible that mystical means may determine where the Ashipu ends up, however mundane or other supernatural methods (tracking, scent, etc.) are ineffective to follow them.
Date of Archival: 25-Apr-2018
Assamite

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